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author/dev/humancontroller <devhc@example.com>2015-03-18 16:39:33 +0100
committer/dev/humancontroller <devhc@example.com>2017-03-09 13:51:11 +0100
commit393a86566031f16fde92b6c60c0732cbd34eb333 (patch)
tree0680da6531c89e263b678528d06dbb7e2532b4da /src/cgame/cg_players.c
parentff14745db8689e06530d6aae44b58140389ae82c (diff)
make the ignore functionality even transmission-complete, moving the necessary parts to the game module
TODO: implement the vsay-equivalent of G_SayTo()
Diffstat (limited to 'src/cgame/cg_players.c')
-rw-r--r--src/cgame/cg_players.c7
1 files changed, 0 insertions, 7 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index c882dd37..0060d661 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -746,13 +746,6 @@ void CG_NewClientInfo( int clientNum )
// the old value
memset( &newInfo, 0, sizeof( newInfo ) );
- // grab our own ignoreList
- if( clientNum == cg.predictedPlayerState.clientNum )
- {
- v = Info_ValueForKey( configstring, "ig" );
- Com_ClientListParse( &cgs.ignoreList, v );
- }
-
// isolate the player's name
v = Info_ValueForKey( configstring, "n" );
Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );